You may play any number of basic lands on each of your turns, except you can't play two basic lands that share a basic land type in the same turn.You can't play nonbasic lands if a basic land has been played this turn, and vice versa.

The card is more elegant if you just drop the second clause, but I included it if you really want it to be a thing.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

Thanks, I wasn't sure if you could change the base p/t of something that already had P/T. Also for some reason I didn't want to use X/X? Why? It really illustrates the point to the reader.Well, into my MCD thread they go!

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

High Jump KickInstantCast ~ only as you declare attackers.Technique - As an additional cost to cast ~, exert an attacking Monk you control. If you do, it gets +1/+0 and has flying until the end of the combat phase.

I've been informed that this card doesn't work as you don't have priority when declaring attackers. What wording would be necessary to make it do what I want?

We don't know the exact rules for exert yet. If the definition is loose enough, you could just do this:

High Jump KickInstantCast High Jump Kick only during the declare attackers step.Technique - Exert target attacking Monk you control. That creature gets +1/+0 and gains flying until end of combat.

If the rules say that exert can only happen while declaring attackers, then your options are more awkward. You could either give it an exert ability...

Technique - Until end of turn, target Monk you control gains "You may exert this creature when it attacks. When you do, it gets +1/+0 and gains flying until end of combat."

or just not use exert...

Technique - Target attacking Monk you control gets +1/+0 and gains flying until end of combat. That creature doesn't untap during your next untap step.

Side note: Very few buffs end at end of combat. Certain buffs basically have to be until end of turn (e.g. toughness buffs and indestructible), so other buffs just follow the same format to be consistent.

I'm trying to find out how to word an odd ability. The backstory: I want it to work with Morbid, and things like it. Tragic Slip, Bog Down and Compelling Deterrence are some examples of what I want this to work with.

Alternate Reality -- COSTEnchantment (R)

If a card you control has a conditional ability, you may use that ability was though the condition was met.

--xx--

the original concept was: If an ability was not yet able to trigger, but in triggering it, it would retroactively trigger itself. Basically the time loop in Ocarina of time where Link in the future learns a song from a man, that Link "taught" the man in the past after learning it in the future.The best mtg example would've been Tragic Slip. If the creature died, then the morbid cost would trigger, which then this card would allow you to trigger it;

I kinda hoped to generalize it and if the trigger was not met, it would punish the player at the end of turn. I figured I would try a slightly simpler version first expecting it to be wordy as heck anyways.

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quotes wrote:

squinty_eyes: Alt, you have fantastic logic. And zero political prowess.CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

Okay, to answer your question seriously what you are asking is so broad that there isn't really a better wording than what you have there. I can offer you cleaner templates for specific applications, but if you really want it to cover everything, I doubt there's anything better than that.

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"Ability words are flavor text for Melvins."

"Remember, dear friends: when we announce something and you imagine it, the odds that we made exactly that thing are zero."---Kelly Digges

I think with that wording, you'd be able to flashback stuff for free, but also cast a non-flashback spell by paying its mana cost. The problem is that the "you may cast" part gives you permission to cast the spell regardless of whether or not you'd normally be able to.

I'd go with this:

Quote:

Until end of turn, you may pay rather than pay the flashback cost of target card in your graveyard.

Brains to BrawnInstantTarget creature loses all abilities until end of turn. For each ability lost this way, it gets +1/+1 until end of turn. (Each keyword ability is one ability. Each non-keyword ability starts on a new line.)

Hopefully the problem is obvious. I need a neat way for players to be able to individuate abilities. I think (although this may be wrong -- exert makes me unsure) that each paragraph on card indicates a separate ability. Is that true? How would you implement this in reminder text?

This is an extremely problematic card because some keywords are actually more than one ability. For instance, suspend is 3 abilities rolled into a single keyword. There's also the issue of rules text not always reflecting Oracle text, forcing you to consult Gatherer when you cast Brains to Brawn on Kobolds of Kher Keep (hint: it doesn't actually have any abilities).

I think the best solution here is to make the buff a flat bonus, like always giving +2/+2. This means the card loses some of its flavor, but at least it'll be usable correctly by the majority of players.

This is an extremely problematic card because some keywords are actually more than one ability. For instance, suspend is 3 abilities rolled into a single keyword. There's also the issue of rules text not always reflecting Oracle text, forcing you to consult Gatherer when you cast Brains to Brawn on Kobolds of Kher Keep (hint: it doesn't actually have any abilities).

I think the best solution here is to make the buff a flat bonus, like always giving +2/+2. This means the card loses some of its flavor, but at least it'll be usable correctly by the majority of players.

Suspend is a great find.I'll make the card boring if I have to, but I'd like to think of alternatives.

How about 'for each activated ability or triggered ability lost this way'? I feel like activated and triggered abilities are easy to count because they trigger on different occasions/require different costs. Even something like suspend - thanks for the example -- is easily identifiable as two triggered abilities b/c it's clear that there are different triggers involved.

A step more ambitious -- 'for each keyword lost this way. Then it gets +1/+1 until end of turn for each other activated or triggered ability lost this way'. It's just cos when I made this I had dreams of playing it on an akroma.

Another possibility, which goes a bit meta: 'for each keyword and each paragraph of text that doesn't contain a keyword'.

Overturn easily fits in , probably , and perhaps . It's a bit confusing, though. As I understand it, the official rule could be:

When this creature is dealt combat damage by a source, if this creature is on the battlefield, it deals X damage to that source's controller, where X is this creature's toughness minus the amount of damage it has been dealt this turn.

Granted, this text could be tweaked to only count combat damage taken this turn, or even this combat, instead of all damage taken until the triggered ability resolves. The behavior when an attacker gets double-blocked is probably surprising. It might need to be repaired for indestructible creatures, to specify what happens if X is zero or less. The reminder text doesn't need to be quite so exact, though.

Meanwhile, many players would have trouble with the subtraction, particularly when it's not at high enough volume to get used to it. Expect arguments over whether it triggers on a blocking creature, too; few mechanics deal damage to the attacking player. It might be a tricky mechanic to develop, too; it's nearly worthless on low-toughness minions, but far too good on high-toughness monsters. On the wrong mix of creatures, it could lead to board stalls, though it encourages its controller to attack.

I strongly dislike "if this creature is on the battlefield" intervening if's. Why not make it an end-of-combat trigger? Also, does it have to hit the source's controller? "Target opponent" is more flexible, and the difference between them is non-existent in two-player Magic.

Quote:

At end of combat, if this creature was dealt combat damage this turn, it deals X damage to target opponent where X is the creature's toughness minus the total damage it has taken this turn.

I do think this will cause horrible board-stalls, though.

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"Ability words are flavor text for Melvins."

"Remember, dear friends: when we announce something and you imagine it, the odds that we made exactly that thing are zero."---Kelly Digges

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